Hello there, I've been fussing for hours and hours trying to figure out why my game feels "bad" and I've come to the conclusion: All of the Unity input is 1 frame behind! I verified this by lowering the framerate to a point where this became obvious. Need more proof? I got the XInputDotNetPure library for gamepad input and it is squarely one frame AHEAD of the Unity input methods. I am infuriated, frustrated, you name it. You'd think this would be fixed. I am currently looking for a way to get at the raw mouse input at the very least for my game, with no seperation between input and display (same dang frame), as I know there already exists a method for gamepad input. Does anybody know if a practiced solution exists? It'll be nice when that sickening delay between looking, firing and seeing it is fixed. It's a deal breaker.